FFA permanent war

nascarnik

Chieftain
Joined
Jun 4, 2016
Messages
7
So I've been trying to create a game where everyone is permanently at war with eachother but been having no luck. Ive looked online and done the things or downloaded the mods that day they could do such a thing. I've gone into the gamr files to make it so that always war and permanent war/peace show up in the options. Tried both seperately and together. Also tried both the Really Advanced Setup mod and the GameOptions mod. None of these things work. All i get are everyone at war with only me while regular diplomacy continues between the AI. So my question is, am i doing this wrong or is there a mod devoted purely to what I'm desiring?
 
You could try setting the victory conditions for the game to only Domination victory. From my experience this will lead to constant warring. Especially if Shaka is in your game.
 
Good idea. Will try that. Was also thinking if i had a mod that turned off diplomacy then go in with the In Game Editor and make everyone go to war. Just weird that there isnt a mod devoted strictly to constant war with no chance of peace for anyone. Seeing as how there's a mod for virtually everything else under the sun
 
certain maps do have that feature
the HB Brawl map is one of them

or u can just do it with some Code:

-----------------------------------------------------------------------------------
------------------------------PermanentWarPeace------------------------------------
-----------------------------------------------------------------------------------
local PermanentWar_useroption = Map.GetCustomOption(8);
if PermanentWar_useroption == 1 then
local playerteam1ID = 0;
local playerteam2ID = 0;
local teamsnumber = 0;
for player_ID = 0, GameDefines.MAX_MAJOR_CIVS - 1 do
player = Players[player_ID];
if isValidPlayer(player) then
local team_ID = player:GetTeam();
if player_ID == 0 then
playerteam1ID = team_ID;
else
if team_ID ~= playerteam1ID then
if Map.GetWorldSize() == 0 then --if duel = only 2 players
teamsnumber = teamsnumber + 1;
playerteam2ID = team_ID;
else
if ( player:IsHuman() == true ) then
teamsnumber = teamsnumber + 1;
playerteam2ID = team_ID;
end
end
end
end
end
end
if mirrordebug == 1 then
print(">>>> PermanentWar: playerteam1ID/playerteam2ID/teamsnumber=",playerteam1ID,playerteam2ID,teamsnumber);
end
if teamsnumber <= 2 then
if playerteam1ID ~= playerteam2ID then
ScripSetText = ScripSetText .. " PermanentWar=ON" ;
local playerteam = Teams[playerteam1ID];
local otherplayerteam = Teams[playerteam2ID];
otherplayerteam:Meet( playerteam, true );
playerteam:Meet( otherplayerteam, true );
otherplayerteam:DeclareWar( playerteam, true );
playerteam:DeclareWar( otherplayerteam, true );
otherplayerteam:SetPermanentWarPeace(playerteam, true);
playerteam:SetPermanentWarPeace(otherplayerteam, true);
Game.SetOption(GameOptionTypes.GAMEOPTION_QUICK_COMBAT, true);
Game.SetOption(GameOptionTypes.GAMEOPTION_RANDOM_PERSONALITIES, true);
--Game.SetOption(GameOptionTypes.GAMEOPTION_PROMOTION_SAVING, true);
--Game.SetOption(GameOptionTypes.GAMEOPTION_POLICY_SAVING, true);
if CSqty == 0 then
Game.SetOption(GameOptionTypes.GAMEOPTION_ALWAYS_WAR, true);
ScripSetText = ScripSetText .. " ALWAYS_WAR" ;
else
Game.SetOption(GameOptionTypes.GAMEOPTION_NO_CHANGING_WAR_PEACE, true);
ScripSetText = ScripSetText .. " NO_CHANGING_WAR_PEACE" ;
end
end
else
ScripSetText = ScripSetText .. " PermanentWar=too_many_teams" ;
end
if playerteam1ID == 0 and playerteam1ID == 0 and teamsnumber == 0 then
ScripSetText = ScripSetText .. " PermanentWar=only1human" ;
end
end --end PermanentWarPeace

-- Continental artwork selection must wait until Areas are finalized, so it gets handled last.
Map:RecalculateAreas(); -- final recalculation
determineContinentsArt();
 
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